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Mosaic: Difference between revisions
From SnesLab
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=== References === | === References === | ||
* https://archive.org/details/SNESDevManual/book1/page/n64 | * setting example: [https://archive.org/details/SNESDevManual/book1/page/n64 page 2-4-1 of Book I] of the official Super Nintendo development manual | ||
* https://archive.org/details/SNESDevManual/book1/page/n116 | * bit-by-bit breakdown of the mosaic register: [https://archive.org/details/SNESDevManual/book1/page/n116 page 2-27-3] lbid | ||
* https://archive.org/details/SNESDevManual/book1/page/n201 | * display example of mosaic effect: [https://archive.org/details/SNESDevManual/book1/page/n201 Appendix A-7] lbid | ||
* https://problemkaputt.de/fullsnes.htm#snesppubgcontrol | * https://problemkaputt.de/fullsnes.htm#snesppubgcontrol | ||
* [3] https://board.zsnes.com/phpBB3/viewtopic.php?p=204966#p204966 | * [3] https://board.zsnes.com/phpBB3/viewtopic.php?p=204966#p204966 | ||
[[Category:Video]] | [[Category:Video]] |
Revision as of 19:03, 5 July 2023
Mosaic is a screen pixellation effect. It can be enabled or disabled on a per-background basis via bits 0-3 of 2106h. For a given background, the color of the pixel at screen position (H,V) is:
output_color(H,V) = input_color(floor(H/size)*size, floor(V/size)*size)
where size is the value of bits 4-7 of 2106h plus one. Thus, the shaded output consists of a grid of solid-colored squares where each entire square's color matches that of its top-leftmost input pixel.
The first mosaic square's location is always (0,0). Sprites are unaffected by the mosaic filter.
The mosaic filter has a horizontal and vertical subsystem. [3]
Examples
Game Name | Mosaic Usage | Animated GIF |
---|---|---|
Final Fantasy III (US) | when trying to select a disabled menu option | |
Final Fantasy Mystic Quest | upon entering battles and before/after loading new sections of the map | |
Star Ocean | upon entering every battle | |
Super Mario World | after selecting and entering a level |
References
- setting example: page 2-4-1 of Book I of the official Super Nintendo development manual
- bit-by-bit breakdown of the mosaic register: page 2-27-3 lbid
- display example of mosaic effect: Appendix A-7 lbid
- https://problemkaputt.de/fullsnes.htm#snesppubgcontrol
- [3] https://board.zsnes.com/phpBB3/viewtopic.php?p=204966#p204966